Roadcraft review

I’m falling asleep on the wheels of a big bulldozer. RoadCraft isn’t necessarily a boring game, but it’s meditatively slowly, wood, and bit by bit, so I’m sure I’ll fall asleep. Some of this is against simple fatigue, but there is also a dreamy feeling while playing the infrastructure that sucks this engine. I don’t mean a dream in the sense that the game trailer (which suggests you feel like a child playing with a toy miner) is fulfilling the nostalgic fantasy promises that advocates. The flat sand means I’m sleepy.

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This is a simulation in the most traditional sense. You are the operator of a construction company specializing in rebuilding roads and supply networks after natural disasters destroy the landscape. Rocks, earthquakes, floods – all devastated Mother Earth can possibly be thrown into the towns of major railway lines or ports. Among other vehicles you’ve never seen before, it’s your job to repair the location with a fleet of diggers, bulldozers, steam locomotives and sand carriers.

The goal is as simple as piloting an all-wheel-drive Zipolyke from an abandoned dried factory to a derelict gas station. Meanwhile, use a brippy radar button to scan the ground and see which paths can drive up (good solid dirt, red x for wheel trap mac). However, this reconnaissance quickly evolves into missions that transport scrap metal, recycling plants using cranes and cargo trucks, and dumping sandy hills into muddy holes to make routes for later AI-controlled convoys possible.

Scout vehicles scan the road ahead to see which ground is safe to drive.
The absence of any symbols on the surface of the water means it’s very deep for the engine to start to flood. |

Road laying is the most common activity, and the need for all other delivery and dribbalon to rely on (the clue is in the name). Building a road requires multiple steps on different vehicles. First, bring a dump truck full of sand to an aggressive, muddy land and cover the lines as cleanly as possible. Next, use a dozer to flatten the sand like a large, coarse pancake. The third step, come on asphalt and make hot tarmac love on the surface of the earth. Finally, use a roller to flatten it all and follow some big sparkling lines to make sure it’s a proper “way”.

This often involves introducing those less capable vehicles (such as rollers and asphalters) to the construction site. Ultimately, it’s a long process that can be automated at times, but realistically it will take up a large portion of the time. Other purposes, such as replacing pipeline pipes or laying electric cables, provide unique challenges. But you often want a good road before doing it.

The bulldozer flattens the sand to prepare the road above the flooded area.
Performance talk! The game eats a lot of memories and I was a victim of some blurry textures (sand is the worst affected). It wasn’t too bad when I played at native resolution with upscaling turned off. |

The vehicle itself feels appropriately heavy. They bouncing, swaying and swaying at all the weight you would expect from a game by the developers of Snowrunner. But they are also sometimes whimsical in ways that make my brain turn mentally flashing. The vehicle’s controls can be felt messy as they are pushed into one controller with a lot of mechanical movement. The face buttons activate low gear modes (no slip-piece slippers on the wheels) and lock differentials (does not collapse the car). It’s simple enough for yourself. But pressing and holding the button on your shoulder unlocks a small swarm of vehicle-specific controls – loader lamps, cargo straps, anchor feet.

It is difficult to tell whether the resulting Crowan shenanigans are intentional or not. Crane controls are especially like a putthead-Loveberry. For me, using some vehicles was often a bundle of staccato hand movements. I would say it’s going to be easy soon, but constant vehicle replacement effectively stops practice with each type of movement. Like many things in Roadcraft, getting the machine took longer than I expected. I was also relieved to have the controller working at all – the game had some issues with this when it was released, and the developers recommend disabling the steam controller input that worked for me.

A slow, stable rhythm means it takes hours to do basic things, such as making the supply route a good shape. Also, despite the HQ and special trucks that can lay vehicles nearby, there are still many “ns” on the same road. If you love the feel of a big car under your thumb, this isn’t bad at all, but you need to Really To avoid the inevitable yawning on a trip that involves hitting the same dirt track up and down the 10th sand, head to Caterpillar.

The player drives the car from a first-person perspective through rainy environments.
The cargo crane lifts the shipping container.
Asphalter paves new roads, as guided by blue lines.
Vehicle transporters carry asphalt across dusty African roads.
First you will establish a company. For example, you are running Trundlebork Ltd. Call all your poor paving needs. |

Some excitement kicked whenever they were asked to explore new areas or scout the road from abandoned town to an abandoned steel pipe factory. It’s the simple act of getting from A to B, and Roadcraft is great – an adventurous rumble to find exactly what B looks like or what is in between. This is not surprising. The developers’ previous Snowrunner and Mudrunner games made the nasty journey a core joy for them. The goal is easier, not flying from tow trucks to roadwreckers, sand presses, or Lori Polly Boys. These are driving games, but RoadCraft is a logistics game.

This is where things get tricky. There is tension between the management aspects of things and the physical acts of driving. If there are some suitable roads (or at least some reinforced sand) on the route, then plot the course from the settlement, for example, to an oil refinery. Next, watch as a computer-controlled convoy of eejits drive to your destination as safely as possible. This way, you’ll earn resources and spend money on buying a new slightly better vehicle (a freight truck with built-in crane avoids swapping that troublesome vehicle, so fist is a must-see).

The crane pipes into the cargo truck.
Crane control reminds us to learn to play the brothers: the story of two sons. |

You are more skilled at walking through the mud and rocks of the landscape, but those AI workmates aren’t always adaptable. Plotting viable routes for AI drivers can quickly become an act of parenting when picking up all the small shopping trolleys or abandoned cars that Damba rides in person. It is your responsibility to help these computerized HGV morons avoid minor detritus – you are the one who is looking to the sky. But I still felt like I was tapping the driver in the back of my head. Jerry please, achieve a basic level of autonomy. Though there’s a cartoon relief when the same driver rings the road in panic and crashes into you when you want to place sand or concrete fragments of cranes behind the truck.

The conflict between handoff management SIM and Do-it-Yourself Design is prominent when you see the need to manually perform certain tasks and the busy bodying that is outsourced to the game. For example, tapping the button allows you to lower the large steel bars and slabs from behind the cargo truck. But load them In Trucks require lots of cranes and your own work. Certain recyclable cargo must be brought from place to place, but you can refill the sand with the press of a button anywhere within the sand quarry area.

What does this game want from me: Digger Driver, or Foreman? Each Time Sabbi feature may make sense individually from a designer’s perspective, but it becomes more difficult to learn the language and intentions of the game. Looking at processes like speedy sand luggage and quick cargo, it definitely goes against the overall philosophy of the game’s slow and manual approach, and it takes the hassle of other fast buttons.

The bulldozer tries to break a large wooden frame.
Obstacles can feel inconsistent and force them to learn what is destructible and what is impermeable to the heaviest steam roll. Portapotti? Destructible. Shopping trolley? Made of impermeable supernatural alloys. |

At that best moment, it reminds me of Death Stranding’s combined roadmaking and zipline networking, a furious walking sim that I found myself enjoying my total surprise. In Roadcraft, road construction is a multi-stage physical process, rather than Norman Reedus hoovering resources and dumping them into a postbox. This should, in theory, feel more satisfying and meaningful. But somewhere in all the places where I switched inside and out of multiple vehicles, I felt the sense of judging “start and stop, start and stop, start and stop.” In multiplayer, this issue may not be present. This is because each person can take on a vehicle as a person and take on professional roles such as sand flatners, Rory Polly Elle, and Earth Fucker. But I haven’t found time to try it – maybe in a future article.

If I had a lot of free time, I would probably enjoy it more. But I’m not, so if I flipped a cargo bay full of steel beams, it might make me laugh. I think this is a different issue. RoadCraft is a podcast game, just like track simulator and Elite: Danger. There are big places for games like this in the world. The Sims are excellent at providing a certain kind of wonderful and comforting boredom. A slow task that acts as a sedative with a sense of security in the man disease swirl of life. But Roadcraft’s Start and Go Flow makes it a noisy ride for me. I was falling asleep, but I was not completely drifting into the promised Dreamland.

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